#include <standard.hlsli>

struct VS_INPUT2
{
	float4 Position	: POSITION;
	float4 kblend	: COLOR0;
};

struct VertexToPixel2
{
	float4 pos                : SV_POSITION;
	float4 kBlend             : COLOR0;
};

VertexToPixel2 vs_main(VS_INPUT2 Input)
{
	VertexToPixel2 Output = (VertexToPixel2)0;
	//Input.Position.w = 1.0f;
	Output.pos = float4(mul(Input.Position, world));
	Output.pos = float4(mul(Output.pos, view));
	Output.pos = float4(mul(Output.pos, projection));
	//Output.pos = float4(mul(Input.Position, worldViewProj));
	Output.kBlend = float4(Input.kblend);
	return Output;
};

struct PixelToFrame
{
	float4 Color;
};

PixelToFrame ps_main(VertexToPixel2 PSIn) : SV_TARGET
{
	PixelToFrame Output = (PixelToFrame)0;
	Output.Color = float4(PSIn.kBlend);
	//Output.Color = float4(1.0f, 0.0f, 0.0f, 0.5f);
	return  Output;
}

technique MaterialColor
{
	pass Material00
	{
		VertexShader = compile vs_1_1 vs_main();
		PixelShader = compile ps_2_0 ps_main();
	}
}